【山河社稷图】提交

dev_chengFeng
zhangqiang 2021-05-11 20:20:38 +08:00
parent 32d592b7bc
commit 1ed38be14a
10 changed files with 156 additions and 113 deletions

View File

@ -2088,8 +2088,8 @@ MonoBehaviour:
m_Alignment: 3
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 1
m_VerticalOverflow: 1
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: "\u554A\u5B9E\u6253\u5B9E\u7684"
--- !u!1 &5075872451606573120

View File

@ -3344,9 +3344,9 @@ RectTransform:
m_Father: {fileID: 7310179388651908018}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 433.5, y: -323.575}
m_SizeDelta: {x: 867, y: 207.85}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &5255812259235183218
@ -3385,9 +3385,9 @@ RectTransform:
m_Father: {fileID: 7310179388651908018}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 433.5, y: -127.925}
m_SizeDelta: {x: 867, y: 207.85}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &5255812259255272684

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@ -138,7 +138,7 @@ function this.InitActivityServerData(msg, isUpdate)
this.CheckMoneyProgress(v)
this.mission[v.activityId] = v
LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
-- LogYellow("刷新活动数据activityId" .. v.activityId .. " value" .. v.value)
for n, m in ipairs(v.mission) do
--LogGreen(" 刷新活动数据missionId" .. m.missionId .. " state" .. m.state .. " progress" .. m.progress)
if (v.activityId == ActivityTypeDef.OnlineGift) then

View File

@ -31,13 +31,12 @@ function this.Initialize()
local curChapterAllLevel = ConfigManager.GetAllConfigsDataByKey(ConfigName.HardStage,"Chapter", config.Id)
for j = 1, #curChapterAllLevel do
curMaxStarNum = curMaxStarNum + curChapterAllLevel[j].HighestStar
local HardStageNode = {}
HardStageNode.nodeId = curChapterAllLevel[j].Id
HardStageNode.type = curChapterAllLevel[j].StageType--类型:0.大节点1.小节点
HardStageNode.state = 0--状态:0-7星级状态8为荣耀三星,0为小节点未通过1为小节点通过
HardStageNode.config = curChapterAllLevel[j]--表
table.insert(singleChapterData.node,HardStageNode)
singleChapterData.node[HardStageNode.nodeId] = HardStageNode
end
singleChapterData.curMaxStarNum = curMaxStarNum--章节总星数
allChapterData[config.Id] = singleChapterData
@ -50,11 +49,11 @@ function this.UpdataChapterData(msg)
if msg then
for i = 1, #msg.chapter do
local singleHardStageChapter = allChapterData[msg.chapter[i].chapterId]
LogYellow("msg.chapter[i].chapterId "..msg.chapter[i].chapterId.." "..msg.chapter[i].stars)
LogYellow("msg.chapter[i].chapterId "..msg.chapter[i].chapterId.." "..msg.chapter[i].stars.." node num "..#msg.chapter[i].node.." reward num "..#msg.chapter[i].reward)
singleHardStageChapter.chapterId = msg.chapter[i].chapterId
this.SetCurChapterId(singleHardStageChapter.chapterId)
singleHardStageChapter.stars = msg.chapter[i].stars--章节获得总星数
singleHardStageChapter.node = {}
-- singleHardStageChapter.node = {}
for j = 1, #msg.chapter[i].node do
local HardStageNode = {}
HardStageNode.nodeId = msg.chapter[i].node[j].nodeId
@ -62,9 +61,9 @@ function this.UpdataChapterData(msg)
HardStageNode.state = msg.chapter[i].node[j].state--状态:0-7星级状态8为荣耀三星,0为小节点未通过1为小节点通过
HardStageNode.config = HardStage[msg.chapter[i].node[j].nodeId]--表
this.SetCurChapterLevelId(HardStageNode.nodeId)
table.insert(singleHardStageChapter.node,HardStageNode)
singleHardStageChapter.node[HardStageNode.nodeId] = HardStageNode
end
singleHardStageChapter.reward = {}--每章宝箱奖励
-- singleHardStageChapter.reward = {}--每章宝箱奖励
for k = 1, #msg.chapter[i].reward do
local HardStageChapterReward = {}
HardStageChapterReward.id = msg.chapter[i].reward[k].id
@ -106,6 +105,16 @@ end
function this.GetCurLevelStarState(starNum,index)
return stateList[starNum][index] == 1
end
--请求回放
function this.HardStageReportRequset(_fightLevelData, callBack)
NetManager.HardStageReportRequset(_fightLevelData.config.Chapter, _fightLevelData.nodeId,function (msg)--FIGHT_LEVEL
if msg.player and #msg.player > 0 then
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.BackBattle,msg.player)
else
PopupTipPanel.ShowTip("尚无符合条件的回放!")
end
end)
end
--开始战斗
local HardStageFightResponseMsg = {}
function this.FightLevelFightBattle(_fightLevelData, callBack)

View File

@ -23,6 +23,8 @@ function FightLevelSingleChapterPanel:InitComponent()
end
this.leftBtn=Util.GetGameObject(self.gameObject,"middle/leftBtn")
this.rightBtn=Util.GetGameObject(self.gameObject,"middle/rightBtn")
this.leftBtnClick=Util.GetGameObject(self.gameObject,"middle/leftBtn/GameObject")
this.rightBtnClick=Util.GetGameObject(self.gameObject,"middle/rightBtn/GameObject")
end
--绑定事件(用于子类重写)
@ -31,18 +33,18 @@ function FightLevelSingleChapterPanel:BindEvent()
Util.AddClick(self.btnBack, function()
self:ClosePanel()
end)
Util.AddClick(this.leftBtn, function()
Util.AddClick(this.leftBtnClick, function()
this.LeftOrRightBtnClickEvent(1)
end)
Util.AddClick(this.rightBtn, function()
this:LeftOrRightBtnClickEvent(2)
Util.AddClick(this.rightBtnClick, function()
this.LeftOrRightBtnClickEvent(2)
end)
end
function FightLevelSingleChapterPanel:OnSortingOrderChange()
--特效层级重设
for i=1,#boxList do
Util.AddParticleSortLayer(boxList[i], sortingOrder)
end
-- for i=1,#boxList do
-- Util.AddParticleSortLayer(boxList[i], sortingOrder)
-- end
sortingOrder = self.sortingOrder
end
--界面打开时调用(用于子类重写)
@ -84,10 +86,9 @@ function this.SetSingleLevel(levelDatas)
local prb2 = Util.GetGameObject(levelList[i], "prb2")
prb1:SetActive(false)
prb2:SetActive(false)
LogYellow("levelDatas[i].nodeId < FightLevelManager.GetCurChapterLevelId() "..levelDatas[i].nodeId .." ".. FightLevelManager.GetCurChapterLevelId())
Util.SetGray(prb1, levelDatas[i].nodeId > FightLevelManager.GetCurChapterLevelId())
Util.SetGray(prb2, levelDatas[i].nodeId > FightLevelManager.GetCurChapterLevelId())
levelList[i]:SetActive(not (levelDatas[i].nodeId > FightLevelManager.GetCurChapterLevelId()))
-- levelList[i]:SetActive(not (levelDatas[i].nodeId > FightLevelManager.GetCurChapterLevelId()))
if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
prb1:SetActive(true)
Util.GetGameObject(prb1, "nameBg/levelName"):GetComponent("Text").text = levelData.config.Name
@ -95,17 +96,20 @@ function this.SetSingleLevel(levelDatas)
local curIndexStarGo = Util.GetGameObject(levelList[i], "prb1/star/star (" ..j.. ")")
curIndexStarGo:SetActive(FightLevelManager.GetCurLevelStarState(levelData.state,j))
end
Util.AddOnceClick(levelList[i], function()
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,levelData)
end)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then--副关卡奖励
prb2:SetActive(true)
Util.AddOnceClick(levelList[i], function()
FightLevelManager.FightLevelFightBattle(levelData, function()
end)
end)
elseif levelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then--副关卡战斗
prb2:SetActive(true)
Util.AddOnceClick(levelList[i], function()
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.AssistantLevel,levelData)
end)
end
end

View File

@ -6,35 +6,40 @@ local parent
local sortingOrder=0
local fun
local heroListGo = {}
local fightLevelId = 0
local fightLevelData = {}
local liveNodes = {}
local liveNames = {}
local rewardGoList = {}
local rewardItemViewGoList = {}
local curShowIndex = true
local HardStageBuff = ConfigManager.GetConfig(ConfigName.HardStageBuff)
local RewardGroup = ConfigManager.GetConfig(ConfigName.RewardGroup)
local MonsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig)
function this:InitComponent(gameObject)
-- this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
-- this.tip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
-- this.conditionInfoText=Util.GetGameObject(gameObject,"conditionInfoText")
-- this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
-- this.sureBtn=Util.GetGameObject(gameObject,"sureBtn")
-- this.sureBtnText=Util.GetGameObject(gameObject,"sureBtn/Text"):GetComponent("Text")
-- --滚动条根节点
-- rewardGoList = {}
-- rewardItemViewGoList = {}
-- this.itemPre = Util.GetGameObject(gameObject, "itemPre")
-- this.rewardRoot = Util.GetGameObject(gameObject, "rewardRoot")
-- this.NoviceItemList={}--存储itemview 重复利用
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.tip=Util.GetGameObject(gameObject,"tip"):GetComponent("Text")
this.conditionInfoText=Util.GetGameObject(gameObject,"conditionInfoText")
this.power = Util.GetGameObject(gameObject, "Power/Value"):GetComponent("Text")
this.sureBtn=Util.GetGameObject(gameObject,"sureBtn")
this.sureBtnText=Util.GetGameObject(gameObject,"sureBtn/Text"):GetComponent("Text")
--滚动条根节点
rewardGoList = {}
rewardItemViewGoList = {}
this.itemPre = Util.GetGameObject(gameObject, "itemPre")
this.rewardRoot = Util.GetGameObject(gameObject, "rewardRoot")
this.NoviceItemList={}--存储itemview 重复利用
-- heroListGo = {}
-- for i = 1, 6 do
-- heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i)
-- end
-- this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
-- this.BackBattleBtn=Util.GetGameObject(gameObject,"BackBattleBtn")
heroListGo = {}
for i = 1, 6 do
heroListGo[i] = Util.GetGameObject(gameObject, "RoleGrid/Bg"..i.."/Hero"..i)
end
this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
this.BackBattleBtn=Util.GetGameObject(gameObject,"BackBattleBtn")
-- this.rewardBtn=Util.GetGameObject(gameObject,"rewardBtn")
-- this.leftBtn=Util.GetGameObject(gameObject,"leftBtn")
-- this.rightBtn=Util.GetGameObject(gameObject,"rightBtn")
this.leftBtn=Util.GetGameObject(gameObject,"leftBtn")
this.rightBtn=Util.GetGameObject(gameObject,"rightBtn")
this.leftBtnClick=Util.GetGameObject(gameObject,"leftBtn/GameObject")
this.rightBtnClick=Util.GetGameObject(gameObject,"rightBtn/GameObject")
end
function this:BindEvent()
@ -45,16 +50,18 @@ function this:BindEvent()
parent:ClosePanel()
end)
Util.AddClick(this.BackBattleBtn, function()
parent:ClosePanel()
FightLevelManager.HardStageReportRequset(fightLevelData, function()
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.AssistantLevel,fightLevelData)
end)
end)
Util.AddClick(this.rewardBtn, function()
parent:ClosePanel()
-- Util.AddClick(this.rewardBtn, function()
-- parent:ClosePanel()
-- end)
Util.AddClick(this.leftBtnClick, function()
this.LeftOrRightBtnClickEvent()
end)
Util.AddClick(this.leftBtn, function()
this:LeftOrRightBtnClickEvent()
end)
Util.AddClick(this.rightBtn, function()
this:LeftOrRightBtnClickEvent()
Util.AddClick(this.rightBtnClick, function()
this.LeftOrRightBtnClickEvent()
end)
end
@ -64,29 +71,36 @@ end
function this:RemoveListener()
end
function this:OnShow(_parent,...)
-- parent=_parent
-- sortingOrder = _parent.sortingOrder
-- --不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
-- local args = {...}
-- fightLevelId = args[1]
-- this.titleText.text="关卡情报"
-- this.tip.text="特殊规则"
-- this.conditionInfoText:GetComponent("Text").text="特殊规则"
-- this.sureBtnText.text=Language[10287]
-- this.power.text = monsterData.bossTeaminfo.totalForce
-- curShowIndex = true
-- this:ShoeReward()
-- this:FormationAdapter()
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
local args = {...}
fightLevelData = args[1]
this.titleText.text="关卡情报"
this.tip.text="特殊规则"
this.conditionInfoText:GetComponent("Text").text = HardStageBuff[fightLevelData.config.HardStageBuff].Describe
this.sureBtnText.text=Language[10287]
this.power.text = fightLevelData.config.RecommendFightAbility
curShowIndex = false
this.LeftOrRightBtnClickEvent()
this:ShoeReward()
this:FormationAdapter()
end
function this:ShoeReward()
local rewardDataList = {}
for i = 1, #fightLevelData.config.PassReward do
if RewardGroup[fightLevelData.config.PassReward[i]] and RewardGroup[fightLevelData.config.PassReward[i]].ShowItem then
for j = 1, #RewardGroup[fightLevelData.config.PassReward[i]].ShowItem do
table.insert(rewardDataList,RewardGroup[fightLevelData.config.PassReward[i]].ShowItem[j])
end
end
end
for i = 1, math.max(#rewardDataList, #rewardGoList) do
local go = rewardGoList[i]
if not go then
go = newObject(this.itemPre)
go.transform:SetParent(this.Root.transform)
go.transform:SetParent(this.rewardRoot.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
rewardGoList[i] = go
@ -109,11 +123,15 @@ function this:FormationAdapter()
for i = 1, #heroListGo do
heroListGo[i]:SetActive(false)
end
for i = 1, #heroListGo do
if(monsterData.bossTeaminfo.hero[i]) then
local pos = monsterData.bossTeaminfo.hero[i].position
this.SetCardSingleData(heroListGo[pos],monsterData.bossTeaminfo.hero[i],pos)
heroListGo[pos]:SetActive(true)
local MonsterGroup = ConfigManager.GetConfigData(ConfigName.MonsterGroup,fightLevelData.config.MonsterGroup)
if MonsterGroup and MonsterGroup.Contents and MonsterGroup.Contents[1] and #MonsterGroup.Contents[1] > 0 then
for i = 1, #heroListGo do
if MonsterGroup.Contents[1][i] and MonsterGroup.Contents[1][i] > 0 then
local pos = i
-- LogYellow("MonsterGroup.Contents[1][i] "..MonsterGroup.Contents[1][i])
this.SetCardSingleData(heroListGo[pos],MonsterGroup.Contents[1][i],pos)
heroListGo[pos]:SetActive(true)
end
end
end
end
@ -132,8 +150,9 @@ end
--设置单个上阵英雄信息
function this.SetCardSingleData(o,monsterId, _pos)
local curMonsterConfig = MonsterConfig[monsterId]
o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("bd_xinkapaifan")
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterId.heroTid)
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, curMonsterConfig.MonsterId)
local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
-- local live=Util.GetGameObject(o,"Mask/Live")
@ -158,7 +177,7 @@ function this.SetCardSingleData(o,monsterId, _pos)
live.transform.localPosition = Vector3.zero
local zs = Util.GetGameObject(o, "zs")
local zsName = GetHeroCardStarZs[monsterId.star]
local zsName = GetHeroCardStarZs[curMonsterConfig.Star]
if zsName == "" then
zs:SetActive(false)
else
@ -167,14 +186,14 @@ function this.SetCardSingleData(o,monsterId, _pos)
end
yuanImage:SetActive(false)
lv.text=monsterId.level
lv.text=curMonsterConfig.level
bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[monsterId.star])
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[monsterId.star])
bg.sprite = Util.LoadSprite(GetFormationHeroCardStarBg[curMonsterConfig.Star])
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[curMonsterConfig.Star])
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
SetCardStars(starGrid,monsterId.star)
if monsterId.star > 9 then
SetCardStars(starGrid,curMonsterConfig.Star)
if curMonsterConfig.Star > 9 then
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
else
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
@ -183,12 +202,12 @@ function this.SetCardSingleData(o,monsterId, _pos)
SetTextVerTial(name.gameObject,Vector3.New(35,-7.45,0),nil,nil,8)
local curHeroHpVal = monsterId.remainHp
local curHeroHpVal = 1
hp.fillAmount = curHeroHpVal
hpPass.fillAmount = curHeroHpVal
rage.fillAmount = 0.5
end
function this:LeftOrRightBtnClickEvent()
function this.LeftOrRightBtnClickEvent()
curShowIndex = not curShowIndex
if curShowIndex then
this.conditionInfoText:SetActive(false)

View File

@ -42,7 +42,9 @@ function this:BindEvent()
parent:ClosePanel()
end)
Util.AddClick(this.BackBattleBtn, function()
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevelReward,fightLevelData)
FightLevelManager.HardStageReportRequset(fightLevelData, function()
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevel,fightLevelData)
end)
end)
Util.AddClick(this.rewardBtn, function()
UIManager.OpenPanel(UIName.FightLevelSingleLevelInfoPopup,FIGHTLEVEL_POPUP_TYPE.MainLevelReward,fightLevelData)

View File

@ -5,20 +5,25 @@ local parent
--传入特效层级
local sortingOrder=0
local fun
local fightLevelId = 0
local data = {}
local prbGoGrid = {}
local backFun
function this:InitComponent(gameObject)
-- this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
-- this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
-- prbGoGrid = {}
-- for i = 1, 2 do
-- prbGoGrid[i] = Util.GetGameObject(gameObject,"rect/ItemPre (" .. i .. ")")
-- end
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.backBtn=Util.GetGameObject(gameObject,"BackBtn")
prbGoGrid = {}
for i = 1, 2 do
prbGoGrid[i] = Util.GetGameObject(gameObject,"rect/ItemPre (" .. i .. ")")
end
end
function this:BindEvent()
Util.AddClick(this.backBtn, function()
parent:ClosePanel()
if backFun then
backFun()
backFun = nil
end
end)
end
function this:AddListener()
@ -28,22 +33,21 @@ function this:RemoveListener()
end
function this:OnShow(_parent,...)
-- parent=_parent
-- sortingOrder = _parent.sortingOrder
-- --不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
-- local args = {...}
-- fightLevelId = args[1]
-- this.titleText.text="战斗回放"
-- for i = 1, 2 do
-- prbGoGrid[i]:SetActive(false)
-- end
-- NetManager.HeroNodeGetInfoRequest(monsterData.sortId,function (msg)
-- for i = 1, 2 do
-- local data = {}
-- local root = prbGoGrid[i]
-- this.SetInfo(root,data)
-- end
-- end)
parent=_parent
sortingOrder = _parent.sortingOrder
--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
local args = {...}
data = args[1]
backFun = args[2]
this.titleText.text="战斗回放"
for i = 1, 2 do
prbGoGrid[i]:SetActive(false)
end
for i = 1, #data do
local data = {}
local root = prbGoGrid[i]
this.SetInfo(root,data)
end
end
--设置头像
function this.SetInfo(root,data,index)
@ -55,21 +59,21 @@ function this.SetInfo(root,data,index)
end
this.playerScrollHead[root]:Reset()
this.playerScrollHead[root]:SetHead(data.head)
this.playerScrollHead[root]:SetFrame(data.frame)
this.playerScrollHead[root]:SetFrame(data.headFrame)
this.playerScrollHead[root]:SetLevel(data.level)
this.playerScrollHead[root]:SetScale(Vector3.one*0.7)
this.playerScrollHead[root]:SetLayer(this.sortingOrder)
this.playerScrollHead[root]:SetEffectScale(0.75)
Util.GetGameObject(root,"name"):GetComponent("Text").text = data.name
Util.GetGameObject(root,"warPower/Text"):GetComponent("Text").text = data.warPower
Util.GetGameObject(root,"name"):GetComponent("Text").text = data.userName
-- Util.GetGameObject(root,"warPower/Text"):GetComponent("Text").text = data.warPower
if index == 1 then
Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "首次三星通关"
else
Util.GetGameObject(root,"ClickBtn/tip"):GetComponent("Text").text = "最低战力三星通关"
end
Util.AddOnceClick(Util.GetGameObject(root,"ClickBtn"), function()
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.BACK, function()
UIManager.OpenPanel(UIName.BattlePanel, data.fightData, BATTLE_TYPE.BACK, function()
end)
end)

View File

@ -43,13 +43,18 @@ function this:OnShow(_parent,...)
this.titleText.text = "关卡奖励"
this.tipText.text = "达成目标后自动发放奖励"
--组数据
rewardData = fightLevelData.config.Reward1
rewardData = fightLevelData.config.PassReward
for i = 1, #fightLevelData.config.Reward1 do
table.insert(rewardData,fightLevelData.config.Reward1[i])
end
this.ScrollView:SetData(rewardData, function (index, go)
this.SingleDataShow(go,rewardData[index],index)
end, true,true)
end
function this.SingleDataShow(_go,_rewardData,index)
function this.SingleDataShow(_go,_rewardData,_index)
LogYellow("_rewardData ".._rewardData)
local index = _index - 1
local reward = RewardGroup[_rewardData].ShowItem
Util.GetGameObject(_go, "titleImage/titleText"):GetComponent("Text").text = "不知道读哪"
Util.GetGameObject(_go, "titleImage/Text"):GetComponent("Text").text = index

View File

@ -5037,7 +5037,7 @@ function NetManager.HardStageReportRequset(_chapterId,_nodeId,func)
end)
end
--山河社稷图开始节点战斗操作
function NetManager.HardStageFightRequest(_nodeId,_teamId,_expInfo,func)
function NetManager.HardStageFightRequest(_nodeId,_teamId,func)
local data = PlayerInfoProto_pb.HardStageFightRequest()
Log("_nodeId ".._nodeId)
data.nodeId = _nodeId